/Engine/Plugins/Experimental/Water/Source/Runtime/Public/BuoyancyTypes.h
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Blueprintable) struct FSphericalPontoon
uint8:  1
bEnabled
bool
bFXEnabled
Should this pontoon be considered as a candidate location for visual/audio effects upon entering water for burst cues? To be implemented by user
bool
bIsInWater
uint8:  1
bUseCenterSocket
FVector
CenterLocation
FName
CenterSocket
The socket to center this pontoon on. Also used as the name of the pontoon for effects
TObjectPtr<UWa...
CurrentWaterBodyComponent
float
ImmersionDepth
FVector
LocalForce
FVector
Offset
float
PontoonCoefficient
float
Radius
The radius of the pontoon
FVector
RelativeLocation
Relative Location of pontoon WRT parent actor. Overridden by Center Socket.
FQuat
SocketRotation
FTransform
SocketTransform
TMap< constFSo...
SolverSplineInputKeys
TMap< constFSo...
SolverSplineSegments
FSolverSafeWate...
SolverWaterBody
TMap< constUWa...
SplineInputKeys
TMap< constUWa...
SplineSegments
int32
WaterBodyIndex
float
WaterDepth
float
WaterHeight
FVector
WaterPlaneLocation
FVector
WaterPlaneNormal
FVector
WaterSurfacePosition
FVector
WaterVelocity